/* * Direct3D shader compiler main file * * Copyright 2010 Matteo Bruni for CodeWeavers * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA * */ #include "config.h" #include #include "windef.h" #include "winbase.h" #include "wine/debug.h" #include "d3dcompiler_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3dcompiler); BOOL WINAPI DllMain(HINSTANCE inst, DWORD reason, LPVOID reserved) { switch (reason) { case DLL_WINE_PREATTACH: return FALSE; /* prefer native version */ case DLL_PROCESS_ATTACH: DisableThreadLibraryCalls(inst); break; case DLL_PROCESS_DETACH: break; } return TRUE; } HRESULT WINAPI D3DCreateBlob(SIZE_T data_size, ID3DBlob **blob) { struct d3dcompiler_blob *object; HRESULT hr; TRACE("data_size %lu, blob %p\n", data_size, blob); if (!blob) { WARN("Invalid blob specified.\n"); return D3DERR_INVALIDCALL; } object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D blob object memory\n"); return E_OUTOFMEMORY; } hr = d3dcompiler_blob_init(object, data_size); if (FAILED(hr)) { WARN("Failed to initialize blob, hr %#x.\n", hr); HeapFree(GetProcessHeap(), 0, object); return hr; } *blob = (ID3DBlob *)object; TRACE("Created ID3DBlob %p\n", object); return S_OK; } HRESULT WINAPI D3DGetBlobPart(const void *data, SIZE_T data_size, D3D_BLOB_PART part, UINT flags, ID3DBlob **blob) { TRACE("data %p, data_size %lu, part %s, flags %#x, blob %p\n", data, data_size, debug_d3dcompiler_d3d_blob_part(part), flags, blob); return d3dcompiler_get_blob_part(data, data_size, part, flags, blob); } HRESULT WINAPI D3DGetInputSignatureBlob(const void *data, SIZE_T data_size, ID3DBlob **blob) { TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob); return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_INPUT_SIGNATURE_BLOB, 0, blob); } HRESULT WINAPI D3DGetOutputSignatureBlob(const void *data, SIZE_T data_size, ID3DBlob **blob) { TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob); return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_OUTPUT_SIGNATURE_BLOB, 0, blob); } HRESULT WINAPI D3DGetInputAndOutputSignatureBlob(const void *data, SIZE_T data_size, ID3DBlob **blob) { TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob); return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_INPUT_AND_OUTPUT_SIGNATURE_BLOB, 0, blob); } HRESULT WINAPI D3DGetDebugInfo(const void *data, SIZE_T data_size, ID3DBlob **blob) { TRACE("data %p, data_size %lu, blob %p\n", data, data_size, blob); return d3dcompiler_get_blob_part(data, data_size, D3D_BLOB_DEBUG_INFO, 0, blob); } HRESULT WINAPI D3DStripShader(const void *data, SIZE_T data_size, UINT flags, ID3D10Blob **blob) { TRACE("data %p, data_size %lu, flags %#x, blob %p\n", data, data_size, flags, blob); return d3dcompiler_strip_shader(data, data_size, flags, blob); } HRESULT WINAPI D3DReflect(const void *data, SIZE_T data_size, REFIID riid, void **reflector) { struct d3dcompiler_shader_reflection *object; HRESULT hr; TRACE("data %p, data_size %lu, riid %s, blob %p\n", data, data_size, debugstr_guid(riid), reflector); if (!IsEqualGUID(riid, &IID_ID3D11ShaderReflection)) { WARN("Wrong riid %s, accept only %s!\n", debugstr_guid(riid), debugstr_guid(&IID_ID3D11ShaderReflection)); return E_NOINTERFACE; } object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object)); if (!object) { ERR("Failed to allocate D3D compiler shader reflection object memory\n"); return E_OUTOFMEMORY; } hr = d3dcompiler_shader_reflection_init(object, data, data_size); if (FAILED(hr)) { WARN("Failed to initialize shader reflection\n"); HeapFree(GetProcessHeap(), 0, object); return hr; } *reflector = object; TRACE("Created ID3D11ShaderReflection %p\n", object); return S_OK; }